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cc909b160f
Use a unified approach to write both vertex and fragment shader in the same file.
21 lines
468 B
GLSL
21 lines
468 B
GLSL
// VERTEX_SHADER:
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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uniform RoundedRect u_outline_rect;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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vec4 color = Texture(u_source, vUv);
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color = color * (1.0 - clamp(rounded_rect_coverage (u_outline_rect, f.xy), 0.0, 1.0));
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setOutputColor(color * u_alpha);
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}
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